我使用的是OpenGL 4.0,GLSL 4.0,不是GLEW或类似的,不是GLU或类似的,不是GLUT或类似的。也使用OpenCL或CUDA,但在这种情况下它们不参与。
我一直试图解决我的问题几周没有成功,现在我希望有双抛物面阴影贴图经验的人可以给我建议。让我们直接解决问题并检查一些图片(图片1):
图片1包含一些我需要解释的彩色箭头。红色箭头显示我们应该看到的唯一正确的阴影。其他箭头表示阴影错误:黄色箭头表示由细分引起的斑点,也许是蓝色箭头,但它们的位置在前/后半球的边界上。并且绿色箭头指向不应存在的锯齿图案(我们最近看到的例子中没有)。现在重要的是要注意上面的图片是使用以下代码行(代码1)计算的:
"swap.z=-sign(swap.z)*swap.z;\n" //mostly right results in the main project, but wrong way
此代码行位于GLSL着色器程序中,它是我在主项目中尝试未成功的四个候选项之一,从中拍摄照片。但是,正如我们将看到的,代码4确实在单独的测试程序中工作。代码1实际上是完全错误的DPSM方式,但它是我的主项目获得阴影的唯一方式。接下来我们看一下相同的场景计算有点不同,但仍然是错误的代码行(图片2和代码2):
"swap.z=sign(swap.z)*swap.z;\n" //almost dark picture, wrong way
我们再次看同一个场景,但现在我们使用完全不同的正统代码行(图3和代码3):
"swap.z=-(teDistance-n)/(f-n);\n" //lightning is mainly working but no shadows, should be the right way
最后,我们看一下代码行计算的场景,它在我们最近看到的例子中(几乎)完美地工作(图4和代码4):
"swap.z=(teDistance-n)/(f-n);\n" //almost dark picture, doesn't work in the main project, but works in the test program, right way
如果有人怀疑上面图片中看到的文物是由于“阴影痤疮”现象造成的,那么不,我认为它们不是。以下是我通过设置SHADOW_EPSILON = 0.000005f
和关闭模糊(图片5)故意制作阴影痤疮图案的图片:
此时我需要说的是,我在两台独立的Windows 7.1笔记本电脑上运行该程序,一台采用nVIDIA GeForce GT 525M,另一台采用AMD Radeon R6。结果是一样的。编译器是Visual Studio 2010.在我看来,这是一个纯粹的OpenGL相关问题。
为了解决这个问题,我写了一个单独的小测试程序,最后得到了阴影贴图。据我所知,测试程序的工作方式与制作图片1-5的程序非常相似,但没有优化,并且许多矩阵乘法已经从主机移动到着色器。测试程序源的相关部分如下。着色器首先:
static const char *vertex1=
"#version 400 core\n"
"layout (location=1) in vec3 vertexLocation;\n"
"out vec3 vPosition;\n"
"void main() {\n"
"vPosition=vertexLocation;\n"
"}\0";
static const char *tessIn1=
"#version 400 core\n"
"layout (vertices=3) out;\n"
"in vec3 vPosition[];\n"
"out vec3 tcPosition[];\n"
"void main() {\n"
"tcPosition[gl_InvocationID]=vPosition[gl_InvocationID];\n"
"if (gl_InvocationID==0) {\n"
"gl_TessLevelOuter[0]=max(distance(vPosition[1], vPosition[2]), 1.0);\n"
"gl_TessLevelOuter[1]=max(distance(vPosition[2], vPosition[0]), 1.0);\n"
"gl_TessLevelOuter[2]=max(distance(vPosition[0], vPosition[1]), 1.0);\n"
"gl_TessLevelInner[0]=max(0.33*(gl_TessLevelOuter[0]+gl_TessLevelOuter[1]+gl_TessLevelOuter[2]), 1.0);\n"
"}\n"
"}\0";
static const char* tessOut1=
"#version 400 core\n"
"layout(triangles, equal_spacing, ccw) in;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 lightOrientation;\n"
"in vec3 tcPosition[];\n"
"out float teDistance;\n"
"out float teClip;\n"
"const float n=0.5;\n"
"const float f=20000.0;\n"
"void main() {\n"
"vec3 accum=vec3(0.0);\n"
"accum=accum+gl_TessCoord.x*tcPosition[0];\n"
"accum=accum+gl_TessCoord.y*tcPosition[1];\n"
"accum=accum+gl_TessCoord.z*tcPosition[2];\n"
// Transform position to the paraboloid's view space
"vec4 swap=lightOrientation*model*vec4(accum, 1.0);\n"
//store the distance and other variables
"teDistance=abs(swap.z);\n"
"teClip=swap.z;\n"
//calculate and set X and Y coordinates
"swap.xyz=normalize(swap.xyz);\n"
"if (swap.z<=0.0) {\n"
"swap.xy=swap.xy/(1.0-swap.z);\n"
"} else {\n"
"swap.xy=swap.xy/(1.0+swap.z);\n"
"}\n"
//calculate and set Z and W coordinates
// "swap.z=-sign(swap.z)*swap.z;\n" //Wrong way
// "swap.z=sign(swap.z)*swap.z;\n" //Wrong way
// "swap.z=-(teDistance-n)/(f-n);\n" //Wrong way
"swap.z=(teDistance-n)/(f-n);\n" //Right way
"swap.w=1.0;\n"
"gl_Position=swap;\n"
"}\0";
static const char* geometry1=
"#version 400 core\n"
"layout(triangles) in;\n"
"layout(triangle_strip, max_vertices=3) out;\n"
"in float teDistance[];\n"
"in float teClip[];\n"
"out float gDistance;\n"
"void main() {\n"
"for (int i=0; i<3; i++) {\n"
"gDistance=teDistance[i];\n"
"if (teClip[i]<=0.0) {\n"
"gl_Layer=0;\n"
"} else {\n"
"gl_Layer=1;\n"
"}\n"
"gl_Position=gl_in[i].gl_Position;\n"
"EmitVertex();\n"
"}\n"
"EndPrimitive();\n"
"}\0";
static const char* fragment1=
"#version 400 core\n"
"in float gDistance;\n"
"out vec2 fragmentVari;\n"
"void main() {\n"
"fragmentVari=vec2(gDistance, gDistance*gDistance);\n"
"}\0";
const char *vertex2=
"#version 400 core\n"
"layout (location=1) in vec3 vertexPosition;\n"
"layout (location=2) in vec2 vertexTexCoord;\n"
"layout (location=3) in vec3 vertexNormal;\n"
"const float n=0.5;\n"
"const float f=20000.0;\n"
"uniform vec4 colour;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 normal;\n"
"uniform mat4 projection;\n"
"uniform mat4 lightOrientation;\n"
"out vec2 texKoord;\n"
"out vec3 pointNormal;\n"
"out vec3 point;\n"
"out vec4 color;\n"
"out vec4 vOriginPoint;\n"
"void main() {\n"
"texKoord=vertexTexCoord;\n"
"pointNormal=normalize(vec3(normal*vec4(vertexNormal, 1.0)));\n"
"point=vec3(model*vec4(vertexPosition, 1.0));\n"
"color=colour;\n"
"vOriginPoint=vec4(vertexPosition, 1.0);\n"
"gl_Position=projection*view*model*vec4(vertexPosition, 1.0);\n"
"}\0";
const char *fragment2=
"#version 400 core\n"
"uniform sampler2DArray tex1;\n"
"uniform vec4 colour;\n"
"uniform mat4 model;\n"
"uniform mat4 view;\n"
"uniform mat4 normal;\n"
"uniform mat4 projection;\n"
"uniform mat4 lightOrientation;\n"
"in vec2 texKoord;\n"
"in vec3 pointNormal;\n"
"in vec3 point;\n"
"in vec4 color;\n"
"in vec4 vOriginPoint;\n"
"out vec4 fragmentColor;\n"
"const float SHADOW_EPSILON = 0.05f;\n"
"const vec3 Ka=vec3(0.05, 0.05, 0.05);\n" //Ambient reflectivity
"const vec3 Kd=vec3(1.0, 1.0, 1.0);\n" //Diffuse reflectivity
"const float At=0.4;\n" //Light attenuation
"vec3 ads(in vec3 position, in vec3 normal) {\n"
"vec3 l=vec3(lightOrientation*model*vOriginPoint);\n"
"vec3 s=normalize(l - position);\n"
"vec3 intensity=vec3(0.5, 0.5, 0.5)*10.0;\n"
"float attenuation=1.0/(1.0+At*max(length(l), 1.0));\n"
"intensity=intensity*attenuation*Kd*abs(dot(s, normal));\n"
"return intensity;\n"
"}\n"
"float drawShadow() {\n"
"vec3 texKoord;\n"
"vec4 textureDepth;\n"
"vec4 originPoint=vec4(lightOrientation*model*vOriginPoint);\n"
"float distance=abs(originPoint.z);\n"
"vec3 normalized=normalize(originPoint.xyz);\n"
"if (normalized.z<=0.0) {\n"
"texKoord.xy=normalized.xy/(1.0-normalized.z);\n"
"texKoord.xy=0.5*texKoord.xy+0.5;\n"
"texKoord.z=0.0;\n"
"textureDepth=texture(tex1, texKoord);\n"
"} else {\n"
"texKoord.xy=normalized.xy/(1.0+normalized.z);\n"
"texKoord.xy=0.5*texKoord.xy+0.5;\n"
"texKoord.z=1.0;\n"
"textureDepth=texture(tex1, texKoord);\n"
"}\n"
"if (textureDepth.x+SHADOW_EPSILON>=distance) {\n"
"return 1.0;\n"
"} else {\n"
"return 0.0;\n"
"}\n"
"}\n"
"void main() {\n"
"vec4 lightning=vec4(Ka, 1.0);\n"
"swap2=swap2*drawShadow();\n"
"lightning=lightning+swap2;\n"
"fragmentColor=color*lightning;\n"
"}\0";
const char *vertexLight=
"#version 400 core\n"
"layout (location=1) in vec3 vertexPosition;\n"
"uniform mat4 view;\n"
"uniform mat4 projection;\n"
"uniform mat4 lightOrientation;\n"
"void main() {\n"
"gl_Position=projection*view*lightOrientation*vec4(vertexPosition, 1.0);\n"
"}\0";
const char *fragmentLight=
"#version 400 core\n"
"out vec4 fragmentColor;\n"
"void main() {\n"
"fragmentColor=vec4(1.0, 1.0, 1.0, 1.0);\n"
"}\0";
这是显示功能:
void TForm1::display()
{
GLuint loc1, loc2, loc3, loc4, loc5, loc6;
float swap[16];
float normal[16]={0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0};
//first we render a shadow map
{
glUseProgram(shaderT1);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer[0]);
glClearColor(20000.0f, 0.0f, 0.0f, 0.0f);
glDepthMask(GL_TRUE);
glDepthRange(0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, textureDim.x, textureDim.y);
glPatchParameteri(GL_PATCH_VERTICES, 3);
loc1=glGetUniformLocation(shaderT1, "model\0");
loc2=glGetUniformLocation(shaderT1, "lightOrientation\0");
loc3=glGetUniformLocation(shaderT1, "view\0");
swap[0]=1.0; swap[1]=0.0; swap[2]=0.0; swap[3]=0.0;
swap[4]=0.0; swap[5]=1.0; swap[6]=0.0; swap[7]=0.0;
swap[8]=0.0; swap[9]=0.0; swap[10]=1.0; swap[11]=0.0;
swap[12]=-lightMatrix[12]; swap[13]=-lightMatrix[13]; swap[14]=-lightMatrix[14]; swap[15]=1.0;
glUniformMatrix4fv(loc1, 1, GL_FALSE, triangleMatrix);
glUniformMatrix4fv(loc2, 1, GL_FALSE, swap);
glUniformMatrix4fv(loc3, 1, GL_FALSE, view);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_PATCHES, 0, 3);
glUniformMatrix4fv(loc1, 1, GL_FALSE, identity);
glUniformMatrix4fv(loc2, 1, GL_FALSE, swap);
glUniformMatrix4fv(loc3, 1, GL_FALSE, view);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_PATCHES, 0, 6);
}
//then we render the world and make use of that rendered shadow map
{
glUseProgram(shaderT2);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDepthMask(GL_TRUE);
glDepthRange(0, 1);
glClearColor(0.0f, 1.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUniform1i(glGetUniformLocation(shaderT2, "tex1"), 1);
glActiveTexture(GL_TEXTURE0+1);
glBindTexture(GL_TEXTURE_2D_ARRAY, texID[0]);
glViewport(0, 0, 512, 512);
loc1=glGetUniformLocation(shaderT2, "model\0");
loc2=glGetUniformLocation(shaderT2, "view\0");
loc3=glGetUniformLocation(shaderT2, "normal\0");
loc4=glGetUniformLocation(shaderT2, "colour\0");
loc5=glGetUniformLocation(shaderT2, "projection\0");
loc6=glGetUniformLocation(shaderT2, "lightOrientation\0");
//render a rectangle where the shadow is drawn onto
glUniformMatrix4fv(loc1, 1, GL_FALSE, identity);
glUniformMatrix4fv(loc2, 1, GL_FALSE, view);
matrixMultiply4D(swap, view, identity);
inverseMatrix4D(swap, swap);
transpose4D(normal, swap);
glUniformMatrix4fv(loc3, 1, GL_FALSE, normal);
glUniform4fv(loc4, 1, red);
glUniformMatrix4fv(loc5, 1, GL_FALSE, projection);
swap[0]=1.0; swap[1]=0.0; swap[2]=0.0; swap[3]=0.0;
swap[4]=0.0; swap[5]=1.0; swap[6]=0.0; swap[7]=0.0;
swap[8]=0.0; swap[9]=0.0; swap[10]=1.0; swap[11]=0.0;
swap[12]=-lightMatrix[12]; swap[13]=-lightMatrix[13]; swap[14]=-lightMatrix[14]; swap[15]=1.0;
glUniformMatrix4fv(loc6, 1, GL_FALSE, swap);
glBindVertexArray(VAO[0]);
glDrawArrays(GL_TRIANGLES, 0, 6);
//render the triangle which makes a shadow
glUniformMatrix4fv(loc1, 1, GL_FALSE, triangleMatrix);
glUniformMatrix4fv(loc2, 1, GL_FALSE, view);
matrixMultiply4D(swap, view, triangleMatrix);
inverseMatrix4D(swap, swap);
transpose4D(normal, swap);
glUniformMatrix4fv(loc3, 1, GL_FALSE, normal);
glUniform4fv(loc4, 1, yellow);
glUniformMatrix4fv(loc5, 1, GL_FALSE, projection);
swap[0]=1.0; swap[1]=0.0; swap[2]=0.0; swap[3]=0.0;
swap[4]=0.0; swap[5]=1.0; swap[6]=0.0; swap[7]=0.0;
swap[8]=0.0; swap[9]=0.0; swap[10]=1.0; swap[11]=0.0;
swap[12]=-lightMatrix[12]; swap[13]=-lightMatrix[13]; swap[14]=-lightMatrix[14]; swap[15]=1.0;
glUniformMatrix4fv(loc6, 1, GL_FALSE, swap);
glBindVertexArray(VAO[1]);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
//finally render a white triangle which represents a location of the light
{
glUseProgram(shaderT3);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDepthMask(GL_TRUE);
glDepthRange(0, 1);
glViewport(0, 0, 512, 512);
loc1=glGetUniformLocation(shaderT3, "view\0");
loc2=glGetUniformLocation(shaderT3, "projection\0");
loc3=glGetUniformLocation(shaderT3, "lightOrientation\0");
glUniformMatrix4fv(loc1, 1, GL_FALSE, view);
glUniformMatrix4fv(loc2, 1, GL_FALSE, projection);
glUniformMatrix4fv(loc3, 1, GL_FALSE, lightMatrix);
glBindVertexArray(VAO[2]);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
glFinish();
//rotate a light on it's orbit
matrixMultiply4D(lightMatrix, rotationMatrix, lightMatrix);
}
我拍了四部电影代表上面的测试程序和代码行1-4。下面是用代码1完成的电影1:
电影2,代码为2:
电影3,代码3:
电影4,代码为4:
你可以看到,影片4是唯一一个阴影贴图有效的场景(两个半球之间的边界区域没有阴影,但我可以忍受。但是,如果有人知道如何解决它,我'如果你告诉我,请高兴。但它不适用于主项目!我希望你能给我一些关于可能出错的建议,我应该检查或给你你的双抛物面阴影映射代码样本......
答案 0 :(得分:0)
好吧,回答自己......
我发现了我的错误:在渲染阴影贴图时,我还渲染了代表光线的白球。它掩盖了一切,这就是“黑暗”这个词的原因......
现在我的主要项目是我的测试项目,但是半球之间仍然存在令人讨厌的细线。有谁知道我能为此做些什么?